precision mediump float;

varying mediump     float	fDiffuse;
varying mediump     vec3    fNormal;
varying lowp        vec2    fTexCoord;

void main (void)
{
	vec3    DiffuseColor = vec3(0.0, 0.25, 1.0);
	vec3    PhongColor = vec3(0.75, 0.75, 1.0);
	float   Edge = 0.05;
	float   Phong = 0.98;
    
	vec3 color = DiffuseColor;
    
    gl_FragColor = vec4(color * fDiffuse, 1.0);
    
    //float f = fDiffuse;
	//calcul phong
    //float f = dot(fLightDirection, n);
	//if (f > Phong)
	//	color = PhongColor;
    
    //calcul edge    
    //f = dot(vec3(0,0,-1),n);
    //if (abs(f) < Edge)
	//	color = vec3(0);
   
	//gl_FragColor = vec4(color, 1);
}
